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authorChip Davis <cdavis@codeweavers.com>2020-08-28 03:24:20 +0300
committerChip Davis <cdavis@codeweavers.com>2020-09-02 17:18:25 +0300
commit4cf840ee7b585eca51bda0baaaecf0aae168fbaa (patch)
treeb657deed1b3f00347cb5f8253b981a6b992bc0af /test_shaders.py
parentc7507e39d471241d633f8926de04c6565ad040a0 (diff)
MSL: Support layered input attachments.
These need to use arrayed texture types, or Metal will complain when binding the resource. The target layer is addressed relative to the Layer output by the vertex pipeline, or to the ViewIndex if in a multiview pipeline. Unlike with the s/t coordinates, Vulkan does not forbid non-zero layer coordinates here, though this cannot be expressed in Vulkan GLSL. Supporting 3D textures will require additional work. Part of the problem is that Metal does not allow texture views to subset a 3D texture, so we need some way to pass the base depth to the shader.
Diffstat (limited to 'test_shaders.py')
-rwxr-xr-xtest_shaders.py2
1 files changed, 2 insertions, 0 deletions
diff --git a/test_shaders.py b/test_shaders.py
index 71e9361f..4b8a52fa 100755
--- a/test_shaders.py
+++ b/test_shaders.py
@@ -298,6 +298,8 @@ def cross_compile_msl(shader, spirv, opt, iterations, paths):
if '.fixed-sample-mask.' in shader:
msl_args.append('--msl-additional-fixed-sample-mask')
msl_args.append('0x00000022')
+ if '.arrayed-subpass.' in shader:
+ msl_args.append('--msl-arrayed-subpass-input')
subprocess.check_call(msl_args)